In game trailer as well, at 1:00 you can see the game glitched and failed to render the blokes helmet for a split second. I like that, I like that you can see this was using in game assets.
I don't think it wasn't so much a proper glitch as it was a culling artifact, probably gave the helmets lower priority than they should have, or they're on the wrong layer, whichever system CryEngine uses.
That's not RU-vid. That's CIG. I've got a 21:9 monitot too and there are videos on youtube in that format. But CIG uploads there Videos in 16:9 with black bars.
Aethid I had a look, the permissions seem a bit invasive. But it shouldn't really be a problem in the first place. RU-vid just needs native 21:9 support, either as an option upon upload or an auto detect feature. It's not exactly hard.
Hendrik Lippka But if RU-vid could just check for the right size bars which it would tell them it's 21:9 and so it's okay to trim and stretch to fit the screen.
It's like watching a baby make his first steps sincerly...i've been following and funding this project since the very begining and now it's starting to grow up, to looks like the game i've always dreamed of.
It's from Pedro Camacho - I seriously think Zimmer perfect disciple is finally here. He has the magic it takes to elevate any visuals, like Zimmer does!
Born too late to see the first adventures into space. Born too soon to explore space myself. At least I'm born just in the right time to play Star Citizen. :)
You're going to get what you want. I would explain why but it would literally take hours. You need to go back 2 years and watch development videos. Listen to the developers explaining the depth of mechanics. Find the video of missiles moving through the ship, into a loader, out to the exterior and be ready for firing. That is when you'll realize the depth SC is expected to offer and why CIG raised 130 million dollars.
Pedro Comacho's score alone is honestly worth the money I've spunked into this project. Cannot wait to hear the full score for Squadron 42, and everything playing throughout the PU.
No really, he is absolutely right... I have watched this "Big guns of the UEE" video over 2 dozen times simply because the track is just so unbelievably good. Worth every penny I have spent so far on Star Citizen to have the chance to hear your work in this game.
You know, if you guys would throw in videos like this every month, I wouldn't even care if the game is finished or not yet. Cause its a plain sci-fi joy as it is. Thank you. Great reel and great music selection. Gave me shivers.
The capital ships look super impressive. Wow. If I'm not mistaken, the Idris is the one that is almost finished due to its starring role in "Squadron 42", right? That must be one of the most complex objects ever to have been created for a game, I guess. As long as the Javelin and the Bengal come along, that is ;-). And you always have to keep in mind: these things are all totally thought out, with every panel and every crew station having a purpose. It is not "faked" as it is in other games, where some kind of FPS-level is loaded up that is standing in for the interior of a capital ship, for example. These beauties are actually THERE when you are on board. That, for me, is the most mind-boggling part - how much work they put in all the details of these ships that are a couple of hundred meters long.
Walter White I don't know if you knew but the Bengal has already a Guinness world record for "most polygons in a playable spaceship": books.google.se/books?id=MNEyDQAAQBAJ&pg=PA122&lpg=PA122&dq=star+citizen+most+polygons+guinness+world+record&source=bl&ots=fkXKSfdT96&sig=J7E4H2CXxc5aE2wqBrTKAMa8w4U&hl=sv&sa=X&ved=0ahUKEwjL5YWrkrXQAhUEkSwKHUOWBcEQ6AEIJTAA#v=onepage&q=star%20citizen%20most%20polygons%20guinness%20world%20record&f=false Kind of weird when we can't actually fly it yet but the record is real either way. :)
Druminator wow, thanks for pointing this out. In fact, I was not aware of that! Looking at the size of that thing, it makes sense, though. But afaik Chris Roberts said yesterday that the Bengal will never be on sale for players. Commanding a Idris or a Javelin will be an enormous task in itself, though. This will probably need a pretty devoted organization of players to man and operate, right? Even when many tasks will be delegated to AI.
Walter White Even though it would be cool to crew one, I think I would actually enjoy more exploring a derelict Bengal with some friends and finding out the backstory on why it was abandonded. If it turns into a nightmare of horrific porportions, all the better. :D
1:02 I like how this guy is like, It's my time, let's fly... in the middle of his epic flight he realises, that he has no helmet... so he puts it on his head instantly...
The sound design that went with this clip was unbelievably well done. I want my Star Citizen OST now!!!! *stomps foot petulantly* And *this* is why I backed CR - he's a perfectionist. I just hope he listens to reason concerning the speed refactoring of the fighters.
it'll be fine either way...kind of getting the best of both worlds i suppose. finer control that slower scm speeds offer, and high speed (cruise / boost) when you need it. remember; earlier version of the alpha had all ship speeds at 50% of what they are right now. so it's not exactly new territory.
The fact we can see such details is what CR wants. Which is why he said he wanted the dog fighting to also get closer so detail of ships could be seen. I think it brings a more immersive style seeing specific damage on an enemy ship because of the close dog fighting.
That can very much be done with level design - or in this case, encounter design instead of enforcing arbitrary limits. This is an argument that happens ad-infinitum on the boards. To sum it up: They don't need to make things as slow as WWI fighter craft. This is the only real complaint I have with CR's mission design throughout his games, he creates arbitrary boxes and limits instead of using good design to impose those limits and allowing players with good skill to perform better than those who do not have that skill. While his arbitrary limits might make dog fights closer, it makes other aspects of game-play literally immersion breaking. And players will find a way around it or they will simply not play because its boring.
I don't know how often I watched this vid. But I can't get enough of it - this is such brilliant stuff, overhwelming. Will watch it again and again and again!
I have to say , i love the Star Citizen soundtracks , specially this . I fits perfectilly to the background video about space, ships and so on . It' awesome . They did a Great job composing it .
I'm early quick think of something smart... 1 + 1 = window! No but seriously Cloud Imperium you are amazing and you have surpasses mine and everyone else's expectations, please continue to innovate an industry that has become static, full of lousy remakes/masters and bad ports.
soundtrack, camera works and ships themselves are Beyond PERFECT!!!! engine sound and physics scorching deep space would have made it truly LEGENDARY!!! I know it's space but "organic immersion" prevail!! We need to feel it..I was almost there! Thank you CIG for redefining gaming of the 21th century! We are feeling your LOVE! We are living the DREAM!
This is still the most beautiful trailer they have made. The music is fantastic. The ships are gorgeous. The editing is phenomenal. It's near absolute perfection.
Dextronaut I loved that movie (despite the flaws) but i didn't catch the influence! Thanks, I'll have to give the Sunshine OST another listen now that you mentioned it.
Which track in particular? The writer also said he had the Sunshine Ost in mind when writing the story of Squadron 42. I missed the one this sounds like.
meh, i can. think of the framerate hit! the starfarer is bad enough, i can't imagine these. i wouldn't mind having one of these as a star marine level though...that would be fun. maybe make it as an assault type of game, where one side has to defend while the other has to start in space and infiltrate. that would be pretty sick.
won't be much of a framerate hit when they actually get in since by then the netcode refactor will likely be complete and it'll actually be a functioning game.
Wow... Super cool and AMAZING track to accompany it! I've rewatched this a few times now 10/10. Noticed one glitch at 0:59 where the guys EVA suit suddenly glitches his helmet.
Once more into the breach, we weary sailors travel... BTW: I see a few of the set designers are fans of Aliens (2:28 feels like Nostromo's mess hall and 2:30 feels like its bridge)! :D
Pedro Camacho is going to be to Star Citizen what Marty O'Donnell was to Halo. Oh, and if anyone is still doubting Chris's ability as a director or the cinematic's and writing team's ability to achieve greatness, then they can stop now, it's going to be ok, the dream is coming true.
Could you please upload 21:9 footage in native 21:9 and not 16:9 with black bars so those of us with ultrawide monitors can enjoy it? (RU-vid supports 21:9 footage :) ) Awesome video!
If the company pulls this off to its fullest conception, this game will be king of the known space exploration titles. I can see people playing this thing in ten years, and with graphical advancements and continued updating, there could be unparalleled smoothly framed fleet battles rivaling anything television or game cinematic scenes have currently dished out.
Wow Mr Pedro Camacho, really superb work. I'll be buying your full soundtrack of this game. I look forward to your future works. Sure to be masterpieces. Accompanied by these glorious ships of war it really puts the scale into perspective.
Indeed my friend it is. And quite fun to play actually. Although at the moment they are still figuring out the technical logistics of actually getting these ships into the game without breaking the game. Mainly because the three of them are so big.
It actually pops in once he gets a bit closer to the camera, nice example of non yet perfected culling. (and good indicator that this stuff was actually running in-engine rather than faked in MAX/MAYA)